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Wilford Steelbarrow


Steel Warrior

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NAME

 

Wilford Steelbarrow

 
CLASS

Rogue

Bard


Archtypes

Roguish Archetype: Scout

Bard College: Swords

 
PRIMARY ROLE

Troubleshooter

 
RACE: Dwarf
AGE: 54
GENDER: Male

Background
 
Investigator
 

 

APPEARANCE/PERSONALITY

Age 98 | Height 5' 1" | Weight 165 lbs. | Hair White | Eyes Brown | Complexion Rosey Peach


 

BACKGROUND

Investigator
Source VRGR (Skills: Insight and Investigation) (Tools: Disguise Kit, Thieves' tools)


  • Personality Traits: I let people underestimate me, revealing my full competency only to those close to me.
  • Ideals: Obsession. I've lived this way for so long that I can't imagine another way.
  • Bonds: I use my cunning mind to solve mysteries and find justice for those who've been wronged.
  • Flaws: I'm exceptionally cautious, planning laboriously and devising countless contingencies.

Background Feature: Official Inquiry


BACKSTORY

 

 

 

 

 

 

 

 

Edited by Steel Warrior (see edit history)
Name
Stats 1
15,15,17,18,17,13
repeat(drop(reroll(4d6,2,below),lowest,1),6) 5,4,4,6,5,3,1,6,1,4,2,1,5,6,6,3,4,6,6,6,2,6,5,2,2,3,6,2,1,5,2,4,2,1,3,4
Stats 2
15,15,14,15,14,15
repeat(drop(reroll(4d6,2,below),lowest,1),6) 6,3,6,1,2,2,2,3,3,5,5,5,3,4,4,2,6,1,4,2,5,3,1,6,5,1,3,4,2,5,6,2,4,5,4
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Str: 13 Dex: 17 Con: 15 Int: 17 Wis: 18 Cha: 15

Racial: +2 Dex, +1 Con

4th: +1 Dex, +4 Con, +1 Int

Str: 13 Dex: 20 Con: 20 Int: 18 Wis: 18 Cha: 15

 

Ability Scores: Dex +2; Int +Con
Size: Medium
Speed: 25 ft.
 
Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
 
Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
 
Speed: Your speed is not reduced by wearing heavy armor.
 
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
 
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
 
Dwarven Combat Training:  You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
 
Tool Proficiency: You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
 
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
 
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
 
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Edited by Steel Warrior (see edit history)
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Lvl   BP        Class Features

1st:   +2        Spellcasting, Bardic Inspiration (d6)
Feat: Fighting Initiate (Archery)
2nd:   +2        Jack of All Trades, Song of Rest (d6), Magical Inspiration (Optional)
3rd:   +2        Bard College: College of Swords, Expertise, Fighting Style 
4th:   +2        Ability Score Improvement, Bardic Versatility (Optional)
Feat: Fighting Initiate (Thrown Weapon Fighting)
5th:   +3        Bardic Inspiration (d8), Font of Inspiration
6th:   +3        Countercharm, Bard College feature
Edited by Steel Warrior (see edit history)
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Proficiency Bonus: +2
STR
13
(+1)
DEX
20
(+5)
CON
20
(+5)
INT
18
(+4)
WIS
18
(+4)
CHA
15
(+2)
+2 Saves
+7 Saves
+5 Saves
+6 Saves
+4 Saves
+2 Saves
+3 Athletics



 
+7 Acrobatics
+4 Sleight of Hand
+9 Stealth (Exp)


 
 

+4 Arcana
+4 History
+6 Nature
+4 Religion
+8 Investigation (Exp)

+4 Animal Handling
+8 Insight (Exp)
+4 Medicine
+8 Perception (Exp)
+6 Survival
+2 Deception
+2 Intimidation
+2 Performance
+2 Persuasion

 
 
Proficiencies Languages Class Features Race Features & Feats

Light Armor, Medium Armor

Simple Weapons,  Battleaxe, Handaxe, Light Hammer Hand Crossbow, Longswords, Rapiers, Shortswords, Scimitars, Warhammer

Bagpipes, Horn, Smith's Tools, Thieves Tools

 

Common

Dwarven

Draconic

 

Bard: College of Swords
Bardic InspirationYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Magical Inspiration1st-level bard feature (enhances Bardic Inspiration)

If a creature has a Bardic Inspiration die from you and casts a spell, the creature can roll that die and add the number rolled to one damage or healing roll of the spell. The Bardic Inspiration die is then lost.
Spellcasting
CantripsYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
Spell Versatility1st-level bard feature (enhances Spellcasting)

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace.
Jack of All TradesStarting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest (D6)Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Magical InspirationBard 2nd.
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Fighting Style: Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Blade FlourishAt 3rd level, you learn to perform impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
: 
Defensive FlourishYou can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.,
Mobile FlourishYou can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Slashing FlourishYou can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die
Expertise: Investigation, Insight
Bardic VersatilityWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.
Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.
4th: +2 Con, +1 Int
 
Rogue:
Expertise: Stealth, Perception
Sneak Attack: +2d6
Thieves' CantDuring your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Cunning Action: AimYou gain an additional way to use your Cunning Action: carefully aiming your next attack. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Archetype: Scout
SkirmisherStarting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
SurvivalistWhen you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Proficiency VersatilityWhen you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.
4th Level: +1 Dex, +2 Con
+2 Dex, +1 Con
Speed 25
Darkvision
Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Comba TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency: Smith's Tools
StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.
 
Feats:
Fighting Initiate: ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons.
SharpshooterYou have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
 
 

 

                                                                                             Attacks

Weapon To Hit Damage Type/(Range)

Magic Daggers

Scimitars

Dagger (silvered)

+9/+9

+7/+7

+7

1d4+5

1d6+5

1d4+5

Piercing (20/60)

Slashing

Piercing and Slashing

Edited by Steel Warrior (see edit history)
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Magic Items:  Slippers of Spiderclimbing are okay.  I'm also okay with Mithral Breastplate +1, bumped up to a Rare item, though I'm a little confused as to why you want.  If it's for the stealth aspect, I'd also allow a Glamoured Breastplate.  It's also a rare item with a +1 AC bonus with the same net effect, but much more "roguish" in nature.  Either or is fine though.


As a personal note, I really like his name. XD

Edited by The Vermicious Knid (see edit history)
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You could do that, sure.  Or make one a Scimitar +2, or maybe something fancy—like a Flame Tongue, Sword of Wounding, or Giant Slayer—since one of them can be a Rare weapon.


And yeah, mithral armor really just removes the disadvantage heavier armors have on Stealth checks, and makes it so you can wear the armor under normal clothing.  Though with that said, Studded Leather +2 would bump your AC to 19, while Glamoured Studded Leather would bump it up to 18 and give you some disguise capabilities.

 

Playing Devil's advocate a bit. 🙂

 

Oh, you should also look into dual wielding in 5e a bit.  It's not really that great in my opinion.  Especially as a Rogue, since you have a lot of things you can do with your bonus action.

Edited by The Vermicious Knid (see edit history)
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Cool, I am going a different route apparently with my feats/magic items.
Keeping my Bard/Rogue build, but Bracer's of Flying Daggers with 2 Fighting Style feats, Archery and Throw Weapon Fighting which will net me +2 hit and damage 🙂


As for the uncommon item,

Serpent Scale Armor
Medium armor (scale mail), uncommon
45 lb.     AC 14 + Dex
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Source: Candlekeep Mysteries, page 98

Trinket 1: A monocle that can be used as a telescope

Trinket 2: A small glass jar containing an immortal firefly

Edited by Steel Warrior (see edit history)
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